V.R is been my main focus during the last months. And man what new world it is! For those new to V.R just check the latest trends on the market, it's everywhere.

Have a look at VP website:Visual Playground​So I've been figuring out things , from 360 video, Lat-Long Stereoscopic Renders, to real time graphics it's been an adventure of discovering.

For those you never tried an headset, I recommend just to get a google card board and try it on your phone, but if you have a geek friend or lucky to be next to a show that has a Oculus Rift just go for that first.

Towards the end of 2015 everything should be pretty established , but for now, a lot of things are not straight forward.On 360 Video, you collect data from an array of cameras that cover a Horizontal FOV of 360 and a Vertical FOV also of 360.After that you have to sync, stitch and convert to a single video format.

360 degree video

Like any video plate, I need to track and add stuff to it, this is a big challenge , as the video is not a single perpective, but a spherical map!Using some clever old techniques I'm able to go back to original perspectives and add whatever I need to had.On the following example, several CG elements were added.

C.G Integration

Fully rendered CG 360

The most recent render engines allows us to render 360 spherical .The render are normally Latlong Stereo V-ray cameraArnold V.R camera Octanerendering in Maya and C4D and compositing in Nuke.

In this case both Pause Fest and Mazda had a go on this format.

Realtime V.R Solution

This is one of the winners for V.R a full 3D solution generated on the fly.This is straight forward to achieve using Oculus or CardBoard implementations onUnreal Engine Unity

We have a couple of real time demos, but this one is probably the most developed